Hello! Thanks a lot for the feedback. I've almost ready the full game (as well as a new demo, out in a couple of weeks), in which the goal is to collect AT LEAST 75% of the crystals. Various people reported the same thing, so I went for this solution. The more you get, the more bonus credits you'll receive. But to complete the level, 75% of crystals are enough!
chaosmonger studio
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Hello, from your description I don't understand if you have an animation for each dice result (i.e. 6 animations). Or how does it work? From the GIF and the description I cannot understand if it does what I need.
My need is: I need a pixel art dice animation which can give all the six dice results (not only by changing the top view frame, but also the animation).
Thanks!
Thanks a lot for your feedback! Regarding camera, I'm pretty much stuck with the distance to respect a "pixel perfect" vibe. Meaning: the screen res is 426x240 and everything is designed accordingly. Zooming the camera out a bit, will reduce the pixel size, and while that will be somehow "good looking", I'll lose the old-school vibe and break the pixel perfect rule.
Thanks a lot for your detailed feedback. I try to reply point by point...
- Keyboard control scheme: it's already fixed, will update soon the build. Nevertheless, I highly recommend to play with a gamepad.
- Upgrade boxes: fair point, I can lower their "health".
- Time-Limit + collect-a-thon + procedurally generated levels, this is somehow what makes it unique, so I'd prefer to keep those choices. Also, consider that some upgrades in the shops allow you to walk/run with the map, and that should make exploration easier, however, I might consider adding a minute to the timer to ease player's job (this by the way is also an upgrade that you can buy).
- Grenade Upgrade not working: this might be a bug... also, it can be a visual bug (i.e. it's written "3", but you actually have 5 grenades). Can you double check?
- Restart level 1-5 after boss kills you: this also I'd prefer to keep, for some reasons... First of all, since the level is cleared out, it should be rather fast to reach the boss location (also at that point you should have the whole map). Second, it could be a strategy to leave the weapon crates for the boss fight, therefore having the possibility to collect weapons before a boss fight might be useful. Third, for coding-reasons, it's better if the level is restarted, boss reset, etc. rather than respawning right away at the boss's lair.
- Corner jump bug: yes, I know about this, it's due to "gaps" between "characters grid" and "platforms grid". To optimize frame rate and overall speed, I'm keeping those gaps rather big, so sometime you can have that effect, which, however, is not a big deal (might actually be a feature!) but I prefer to keep that annoyance than slowing down FPS.
If you want to help the development, by testing the game (for instance verifying the grenade issue of point nr4), or give us some other hints, you can join our Discord server: https://discord.gg/cpprZbnQAn
Thanks a lot for your feedback, truly appreciated! I actually agree with your points, I know there are areas of improvement, especially on weapons. Regarding point 2, it's a very good hint and rather easy to make (I think I'd go with a fast flashing of the player marker, since its colour is character-based: Chris is red, Arnold is green, Lizzy is blue... this also to understand better on multiplayer). So expect the flashing marker for the next update!
On a side note: as mentioned elsewhere, we'll launch soon a Kickstarter and we hope to reach at least 200 followers before launch, so please spread Schizollama out there to your friends and followers, and if you haven't done it yet, click the "Notify me on launch" on the KS page. Thanks a lot!
I know it's risky, but in 2023 there'll be someone offended by something no matter what... Nevertheless, in this case the term "schizo" is more in the slang for crazy, lunatic... The prefix "schizo" in other languages (I'm Italian and in Italy we do), is also used for someone acting in a frenetic and very "nervous" way, which fits the fast-pace of the game. Furthermore, per extension, the origin of the prefix "skizo" (Greek/Latin) is also for terms like "to split" or "to tear apart", which also fits considering the funny splatter elements of the game. This said, I'd like to point out I don't want to offend anybody with the serious disease of schizophrenia.
Thanks a lot for your detailed feedback, very appreciated and we'll consider your hints! We are launching soon a Kickstarter and we need help from everyone, so please consider to join the campaign already from now (clicking the "Notify me on launch" on the coming soon page, link to the KS is on the header of the Itch page), as well as sharing it on social media, it'll mean a lot!
Your feedback is highly appreciated!
Thanks a lot
Nicola
Hello, this is very, very weird! A couple of persons reported it, but then they solved right away (not sure how). Are you playing in handheld mode? Touch screen is not supported, nor is TV-mode. Also, A and B are inverted. Please let me know if it works with handheld mode, joycons attached and pressing B. Thanks!
Hello! Developer here! So... The demo was outdated. We created it for the Kickstarter campaign (Summer 2019) and there were many inside-jokes about it (like "Please donate if you like the game!" and similar). Furthermore, the full game changed lot of things, especially aesthetically (we moved from a pure 2D to a 2.5D game), but also in terms of game-design (totally different inventory and UI). So, all in all, we thought that the demo was old and having no more purpose. Regarding the release on Itch, it doesn't depend on me but on my publisher. I'll ask what he thinks about. It's not excluded that we'll release it here too.
Thanks a lot for your support! We know lot of things need to be improved... in fact this is just a first prototype. We'll improve the full game. (Regarding the controller thing, I'm not sure... it should be like that... left-right = running left/right up-down = looking up/down... maybe it's an issue on our end)
Thanks! And very glad you enjoyed the demo!!! As stated on the disclaimer at the beginning, we are well aware the demo isn't perfect and that there are many things to improve... We also know that playing with keyboard is not the best, but well, everything should work properly! And thanks for backing our campaign! Please spread it out there!
Thanks for your feedback. As stated at the launch of the game, Enemies AI (and combats in general) is one of the things we surely need to improve! As well as other things you mention and few bugs here and there... Our aim is to make a way larger game with tons of items, weapons, enemies and so on! The best way to help this project is by supporting it on Kickstarter and spreading it out there with all your friends and followers!